具体见
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http://www.matrixgames.com/forums/tm.asp?m=3185062" ^0 T9 f) N# P% P' ~" g( I7 X
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已经共享到岛群QQ和本论坛置顶资源帖! Y, T* J. }9 z' M8 P
- e6 G" G4 X. \+ R. C大量更新,详见列表: T& Q3 \0 q; ^# c) T2 H
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+ }2 H' `. ]+ a) l6 [; h, y. {9 }Change History:* C0 G; c5 D" n. i
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
2 d1 o8 J) j. G7 m1 r6 q1. Seventh Update – This release is a comprehensive release updating all previous
/ P( i9 ^' K* h9 z3 J: z0 H7 X$ Yversions to v1.01.17 beta
6 Y' w5 t, ?0 `3 P$ Q/ F7 ]3 N2. Code Changes
9 h6 A/ y( _% E# R. UFixed+ e- |" _) \# s! U
1. Display of AF/Port icon between player saves based on player's intel
! n- w; M" K$ c8 y: n2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
# E( b, `9 D6 R8 Mweapon list updated% X; e; Z6 x6 A& m7 I
3. Reported cargo/troop safety values incorrect when no cargo/troop space
6 u! c; a' H/ k0 d% G4. Allow smaller 'reserve' space for small groups on ships: q; V8 r5 @( u: ^
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
5 D: D# x$ f+ P9 t6. Correct attacking plane count before final post-air combat
5 d0 u O8 y6 s( a7. Pilot promotion may have occured in error sometimes
0 i, |$ Q$ L7 l8. Raid detect message sometimes dropped of the combat report8 S0 {- I: @; u/ W$ s. `: Y: W
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
9 K" m# J; K+ n* N* L$ D, m) ]generally
8 ?; T7 m6 S3 ^1 D10. Some pilot-leader connections were being corrupted
1 l. r6 \: Y' X+ d7 X11. Movement bug with following units due to incorrect move indicator. Seems to fix a few. s7 A1 U- t1 k/ `$ X `) ~# b
other move issues due to the incorrect indicator
8 c# P% S: p( I, z( a12. Wrong ship sometimes reported in Ops report for TF movement which causes some
0 T, K, }9 s5 }& L4 e6 V, V0 Y }damage
% T, Q6 P$ J4 T3 z9 W13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
, [ x) o- r; h4 j, ?6 g$ u% U5 c14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
) `/ h; ~' ^, p: Q& g. b# @date sort7 K! B2 _, Y/ {
15. ASW groups not allowed to attack sometimes0 s: d( R0 l. P3 `5 l
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing9 M3 _+ c- o+ ~3 k
HQ/LCU to jump to reinforcement queue
" L. j- R* Z4 I& K% s17. Bug in bomber intercept if too many rounds of fighter v fighter combat
4 M' }4 W8 V4 o; w) k2 F& A18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed9 f+ W% g( i$ K$ d# i8 n
at start of AE but crept back in sometime during updates3 S/ ^5 N( j$ t! V) M* f, S
19. Removed the fragment/parent swap during a TF unload as it could often orphan the5 H4 b& j/ a; @! e
fragment.! f$ l$ G& [% m& \! A
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade8 g! i0 Y* u/ J- B$ ?% T
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
. o3 F5 D" z, Y5 A# ashort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
- }5 ~4 l! y8 E' @" [* R- }set
! u: u9 [. T. q' X: L9 s5 c' S22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base3 P0 ]+ E4 c! f' X5 d
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays" K S* v- ^0 M/ V: S5 _
24. Bug caused F/FB to sometimes bomb at low altitude# R/ F+ B0 r0 X+ Y5 X- o
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not" ]; `: T5 O) ~7 t7 B- a" l
occurring properly.* L/ [+ X6 @0 ], `# P4 p! _
26. Bug in Industry 'failed' indication not showing properly sometimes* e8 {9 _, M) z0 f( f
27. Location check at scenario load to include small map sceanrios
; l4 o1 R# `6 }3 \7 {1 d Y: L9 E& g28. Bug in air supply to fragments in a non-friendly base hex
1 u7 N: f$ o$ L) x( q29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
1 Q8 }* E2 \4 { b, h. d$ N; f/ D. nbeing set to homebase before execution of the mission – ie was returning to base
4 G: s0 H) m' Himmediately" L* p r/ ^2 r5 D
30. Error in Strategic map display
4 J% r$ [3 x( {( @8 T) t9 N, L31. Additional and stockpile options were not turned off when base was captured
5 Q$ @% W/ O# p0 H) U32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
M2 d1 ]8 Y2 K. }* Ymouse over% i8 D/ ]6 `/ r# u7 x# ?
33. Army experience being gained when not 100% prepared as per manual; changed to allow
6 Z1 E& I( ]1 H5 w! mchance to gain experience if >75% prepare and < 50% national exp level. f1 a3 x7 V) {! [* O4 S
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
8 g% ?: n; H4 [alleviate the incorrect experience gaining happening while in reinforcement queue
+ W; y) B5 ~4 ~8 r35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
: a1 R6 C& {( }, P/ X' C/ _caused unit to jump “off-rail” and move overland0 |% e# r# x; S( N: V
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
: {8 n& f1 v# i+ {2 C$ Y37. Excessive accident messages on unload from TF reported
: ?' V* x4 ?) y* B% Q38. Reworked editor sub-unit merging as some devices could drop off the unit list when
6 U I" p* c3 Y+ S4 D* ^+ Z7 emerged causing smaller size unit than expected* X" B4 ~# L- W
39. Corrected possible TOE error in scenario data load for inactive units
3 B9 F! s! }& ?40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
# O, t1 e" T+ p4 i( n1 Ahowever be allowed to do this." s7 Z* l5 O5 b+ P" g/ U* U
41. Possible CTD if sinking ship's load was a group
) U5 j1 s- w; O, D, C- \" O42. Limit the number of devices built from resources per unit during LCU replacements; this8 T- B; y. `& _5 l- l6 [
was causing an over production for that turn
9 M* n" R9 H9 ? C/ [, g8 [/ \43. Retain day/night setting when creating group fragments
! ?5 p( C% n+ B( g7 H+ d! l) s1 X44. Adjusted supply and fuel values in base list not to overrun the space. T2 J; D- y6 ~+ W8 l( U1 ~
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but3 L6 r5 B- P1 i1 o0 b
added YMS to Sweep TF in line with manual and code5 _! ~+ k' n" c& i0 F/ g
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
7 o4 O1 @* l! O+ _7 a6 F8 S# Vrule relates to the abundance of manpower and is not covered by replacement pool. Normal
/ g% f5 N0 ?, b' o0 ~; grebuilding of destroyed units is not affected by this.
( @ d4 E4 B% T8 d47. Carrier capable and trained text not showing together on Group screen& j4 m; _- W$ U1 Y4 Q: h
48. Handle any blank re-name changes by ignoring them8 a. S) O1 \& x* {+ A
49. Possible CTD when air fragments combine
/ @$ Y( \; ?; b" c% U- e50. Unloading TF can freeze a LCU onto a ship under some conditions5 I7 T( w$ z- H
51. AI not behaving if main HQs missing (affects small map mainly)# R! h4 N8 K' Y/ m* q
52. AI using AGC for normal land units – removed from TF if not needed9 f) R! M8 ^: x+ I
53. Soviet activation message not in Ops report$ k' I, \4 K1 M* g5 x' J: F7 l
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range( s( `. W! y. ]4 n3 ?5 H
55. Clear Soviet air balance if not activated. Possible incorrect base switching
! M; [) K k6 M ?56. Sub attack against docked TF not happening for port size <3
1 m. a9 N- |8 q' l _57. Unit type changing unexpectantly% M# S& x6 t3 H- W2 @
58. Torpedo replacement on plane sometimes is missed' d2 Y0 l" J; y* F0 I1 P a9 i; L
59. Double handling of overstacked supply requirements/ q' O/ `/ F+ y/ r
60. Fixed alternate weapons for port attacks* Z0 B# f6 e/ Z& i# L- X- o9 c
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
5 `* \6 H3 b% a7 bsometimer in the ship repair cycle./ H+ v9 t# b7 j: v
62. Ship tonnage over 32K could cause repairs to fail
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, G) F! ]) b. o9 P% \1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
& g w; Z5 G% B: ]. xport
% D. u; c) l! a' u' {5 v2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
1 s2 Z. ]4 C0 Z8 w [6 z+ Y, ?8 oTenders not counted/ q& k. y \1 t
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base, b4 P+ Y. W$ T5 t) O
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
! I- H3 c) {$ C a S- vto remove damaged ships from TF7 Z6 h( B* A7 E; k* w0 {0 Z* C- w
5. New filter for “non-building” devices in Industry pool screen+ r% ~. V6 S5 }
6. New filter for “non-building” aircraft in Air Replacement pool screen" \+ t+ \5 j' M5 K k4 g
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
# b7 O. C- e4 l1 I- g/ rmines (^) detected0 ^: Z) o9 x2 r/ {( h) {% y
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
( J* B% @) g$ h' v- {2 ^‘button6..’ image files, then these will be shown. If not, by default there are shown as
! G7 e7 }; q/ L# rstandard parachute unit icons
: I/ y# Q5 P* H9. Air/port damage and building is shown in base mouse over+ A1 P% t1 x! \% i& \: S
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on% ?( n9 d4 W5 Y) x8 G+ \
11. TF can be routed to stay within coastal hexes as much as possible! B# d& q/ ^- D: M4 z
12. On Top Pilot screen show the 'ace' cut-off value if more than 1) y- V0 j1 j, j+ O3 I
13. Added option on group and LCU reinforcement screen to turn off replacements- F' {; g, S; f
14. Current base can get supply returned to it when reserve planes returned which were
3 |' y/ N n& [' qoriginally supplied from another base
) b8 O5 T4 S* X6 v t15. Unit type filter on Troop Loading screen
; ~7 ~2 G" C1 l" o: H16. Report killed ground units if not in combat report
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1. AF of 8+ have AV support doubled for purposes of determing support for air operations
! J( J6 {0 J& W, `(complements fix 18 above)
* J A% Q! J- O9 ~& H2. Permanently increased pilot array to 70K
# t( L, f% I9 b. i3. Increased number of air combat rounds are a factor of total aircraft involved
0 F- A' y! d: N: `) s/ g4. Allowed submap to submap movement if land connected for land units. Should have been4 M& {: A! B [; G/ n
so as per Andrew Brown2 k' M M* k @
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
$ ~: b9 w+ i% E$ edelay toggle instead
* g" S& d, ]6 c( I+ v8 Y* u6. Aircraft being grounded for maintenance factors in durability also. This will spread out the# b: T% }* r3 k' w: r
maintenace a bit more5 X% i8 Q2 N. w3 c8 g7 D
7. Support device replacements won't decrease the overall experience of LCU units. This does7 k: V5 ?. z3 N, F5 I
not alter the overall EXP change due when any replacements are received.
$ M. e. S5 ?: \! L8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction! ]4 e. c. s( M
between the two but could break current games.# {1 Y& m. x! B0 |& y" f
9. Some LCU Prep points may be retained if unit is experienced
6 g6 c8 a" |8 }$ j& l- p0 aNotes. }2 h4 w5 d8 M; D
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
& ~- f9 ^2 g+ \" gshould not change player or HQ, even if not in play. These original HQs are used by the AI
4 T- L+ }6 [ i# P- rroutines so changing or deleting them can put the AI off. Changing other elements should
: |6 l- z0 X5 _7 |" H: t3 N& u* rbe okay.
]5 q' f/ u r& x! L0 ~7 z2. Clarification to weapon filters for aircraft:
4 s! P& ~1 K8 U XPM_NAVAL_ATTACK 2 // used for naval attacks3 |6 M# `' j* g. J a
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
4 D) |+ L3 q4 D3 H+ rPM_LAND_ATTACK 8 // used for land (ground) attack
; C& ]4 H% `" `" x- D9 APM_PORT_ATTACK 16 // used for port attack
6 P" l* I$ g/ t" c, h, wPM_AF_ATTACK 32 // used for AF attack
# j* X' w; q/ O( ?Dropped any reference to secondary values for land and AF as they served no special use.. A* e. ?4 M0 I
Clarification changes
+ e! |6 A# j0 z- p* I0 [; @* }1. Some clarification and changes in regard to use of the Soviet Motherland bases. These @5 r8 e$ n9 @4 ?$ i: C c
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
5 h3 J- E9 F5 l) G4 z g0 m" L NMONGOLIA(91) or TANNU_TUVA(92).
0 h0 y- ]' Y. u( o9 i" aa. Allied non-Soviet groups can't transfer to Soviet Motherland bases
. b5 L1 t+ V) `; V7 v# B; D- ?b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
+ Z v2 @" O$ x# {4 Mc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
% S; E/ |0 A0 Z* w9 N) r( E) S2 U# safter Soviets are activated, but can’t move, g; J0 c1 h0 l- f! ?, {9 L
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if# [- y, f, N- b6 `/ \1 M# {4 o. }) r0 R
disbanded in port.4 V' W, u6 w, n' L
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
: @ a3 P9 S: pf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |